2023-01-13 04:00:14 +08:00
|
|
|
// #version 120
|
|
|
|
#extension GL_EXT_gpu_shader4 : enable
|
2023-01-13 04:28:19 +08:00
|
|
|
#include "lib/settings.glsl"
|
2023-01-13 04:00:14 +08:00
|
|
|
#include "/lib/res_params.glsl"
|
|
|
|
|
|
|
|
/*
|
|
|
|
!! DO NOT REMOVE !!
|
|
|
|
This code is from Chocapic13' shaders
|
|
|
|
Read the terms of modification and sharing before changing something below please !
|
|
|
|
!! DO NOT REMOVE !!
|
|
|
|
*/
|
|
|
|
|
|
|
|
varying vec4 lmtexcoord;
|
|
|
|
varying vec4 color;
|
|
|
|
varying vec4 normalMat;
|
|
|
|
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
|
|
varying vec4 tangent;
|
|
|
|
attribute vec4 at_tangent;
|
|
|
|
varying vec3 FlatNormals;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
flat varying vec3 WsunVec;
|
|
|
|
flat varying vec4 lightCol;
|
|
|
|
uniform mat4 gbufferModelViewInverse;
|
|
|
|
uniform vec3 sunPosition;
|
|
|
|
uniform float sunElevation;
|
|
|
|
uniform sampler2D colortex4;
|
|
|
|
|
|
|
|
|
|
|
|
uniform vec2 texelSize;
|
|
|
|
uniform int framemod8;
|
|
|
|
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
|
|
|
vec2(-1.,3.)/8.,
|
|
|
|
vec2(5.0,1.)/8.,
|
|
|
|
vec2(-3,-5.)/8.,
|
|
|
|
vec2(-5.,5.)/8.,
|
|
|
|
vec2(-7.,-1.)/8.,
|
|
|
|
vec2(3,7.)/8.,
|
|
|
|
vec2(7.,-7.)/8.);
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
//////////////////////////////VOID MAIN//////////////////////////////
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
|
|
|
|
|
|
|
|
vec2 lmcoord = gl_MultiTexCoord1.xy/255.;
|
|
|
|
lmtexcoord.zw = lmcoord;
|
|
|
|
|
|
|
|
gl_Position = ftransform();
|
|
|
|
color = gl_Color;
|
|
|
|
|
|
|
|
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
|
|
|
|
lightCol.a = float(sunElevation > 1e-5)*2-1.;
|
|
|
|
lightCol.rgb = sc;
|
|
|
|
|
|
|
|
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
|
|
|
|
|
|
|
|
|
|
|
|
FlatNormals = normalize(gl_NormalMatrix *gl_Normal);
|
|
|
|
#ifdef MC_NORMAL_MAP
|
|
|
|
tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
|
|
|
|
#ifdef TAA_UPSCALING
|
|
|
|
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
|
|
|
|
#endif
|
|
|
|
#ifdef TAA
|
|
|
|
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
|
|
|
|
#endif
|
|
|
|
}
|